// Copyright (C) 2015 Jérôme Leclercq // This file is part of the "Nazara Engine - Graphics module" // For conditions of distribution and use, see copyright notice in Config.hpp inline void NzForwardRenderTechnique::SendLightUniforms(const NzShader* shader, const NzLightUniforms& uniforms, unsigned int uniformOffset, unsigned int index) const { if (index < m_lights.size()) { const LightIndex& lightIndex = m_lights[index]; shader->SendInteger(uniforms.locations.type + uniformOffset, lightIndex.type); //< Sends the light type switch (lightIndex.type) { case nzLightType_Directional: { const auto& light = m_renderQueue.directionalLights[lightIndex.index]; shader->SendColor(uniforms.locations.color + uniformOffset, light.color); shader->SendVector(uniforms.locations.factors + uniformOffset, NzVector2f(light.ambientFactor, light.diffuseFactor)); shader->SendVector(uniforms.locations.parameters1 + uniformOffset, NzVector4f(light.direction)); break; } case nzLightType_Point: { const auto& light = m_renderQueue.pointLights[lightIndex.index]; shader->SendColor(uniforms.locations.color + uniformOffset, light.color); shader->SendVector(uniforms.locations.factors + uniformOffset, NzVector2f(light.ambientFactor, light.diffuseFactor)); shader->SendVector(uniforms.locations.parameters1 + uniformOffset, NzVector4f(light.position, light.attenuation)); shader->SendVector(uniforms.locations.parameters2 + uniformOffset, NzVector4f(0.f, 0.f, 0.f, light.invRadius)); break; } case nzLightType_Spot: { const auto& light = m_renderQueue.spotLights[lightIndex.index]; shader->SendColor(uniforms.locations.color + uniformOffset, light.color); shader->SendVector(uniforms.locations.factors + uniformOffset, NzVector2f(light.ambientFactor, light.diffuseFactor)); shader->SendVector(uniforms.locations.parameters1 + uniformOffset, NzVector4f(light.position, light.attenuation)); shader->SendVector(uniforms.locations.parameters2 + uniformOffset, NzVector4f(light.direction, light.invRadius)); shader->SendVector(uniforms.locations.parameters3 + uniformOffset, NzVector2f(light.innerAngleCosine, light.outerAngleCosine)); break; } } } else shader->SendInteger(uniforms.locations.type + uniformOffset, -1); //< Disable the light in the shader } inline float NzForwardRenderTechnique::ComputeDirectionalLightScore(const NzSpheref& object, const NzAbstractRenderQueue::DirectionalLight& light) { ///TODO: Compute a score depending on the light luminosity return 0.f; } inline float NzForwardRenderTechnique::ComputePointLightScore(const NzSpheref& object, const NzAbstractRenderQueue::PointLight& light) { ///TODO: Compute a score depending on the light luminosity return object.SquaredDistance(light.position); } inline float NzForwardRenderTechnique::ComputeSpotLightScore(const NzSpheref& object, const NzAbstractRenderQueue::SpotLight& light) { ///TODO: Compute a score depending on the light luminosity and spot direction return object.SquaredDistance(light.position); } inline bool NzForwardRenderTechnique::IsDirectionalLightSuitable(const NzSpheref& object, const NzAbstractRenderQueue::DirectionalLight& light) { // Directional light are always suitables return true; } inline bool NzForwardRenderTechnique::IsPointLightSuitable(const NzSpheref& object, const NzAbstractRenderQueue::PointLight& light) { // If the object is too far away from this point light, there is not way it could light it return object.SquaredDistance(light.position) <= light.radius * light.radius; } inline bool NzForwardRenderTechnique::IsSpotLightSuitable(const NzSpheref& object, const NzAbstractRenderQueue::SpotLight& light) { ///TODO: Exclude spot lights based on their direction and outer angle? return object.SquaredDistance(light.position) <= light.radius * light.radius; }